using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using UnityEngine.UI; namespace TinaX.UIKit.Internal { public class UIConfig : ScriptableObject { public bool EnableUIKit = true; public UINameMode UINameMode; #region If UIGroup public UIGroup DefaultUIGroup; #endregion #region If UIName by Relative Directory public string UIRootDirectoryLoadPath; #endregion public bool UseUICamera; public UICameraConfig UICameraConfig; public bool AutoCreateEventSystem = true; public bool DontDestroyEventSystem = true; public Color DefaultUIMaskColor = Color.black; #region Canvas Scaler public CanvasScaler.ScaleMode UICanvasScalerMode = CanvasScaler.ScaleMode.ConstantPixelSize; public float UIScaleFactor = 1; public float ReferencePixelsPerUnit = 100; public Vector2 ReferenceResolution = new Vector2(1600, 1200); public CanvasScaler.ScreenMatchMode ScreenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; public float CanvasScalerMatchWidthOrHeight = 0; public CanvasScaler.Unit PhySicalUnit = CanvasScaler.Unit.Points; public float FallbackScreenDPI = 96; public float DefaultSpriteDPI = 96; #endregion public List UI_Image_Folders; public bool UseLegacySpritePacker = false; //使用旧版图集 [System.Serializable] public struct UIFolderItem { public string Path; public bool Atlas; } } }